More Features Added!
Posted on 5th Aug 2014 by Ryan
Easy ModeEasy mode has fewer enemies, easier boss fights with a bit less going on the screen at one time and is available in both arcade and practice modes. The only disadvantage with easy mode is that your score will not be recorded on the global rankings. But you still get a better chance to see the games endings!
Selectable Game SpeedFinally implemented the feature into the game, huzzah! Players can choose between 50% to 250% game speed. So if you want it even tougher, crank that speed up!
Upon completion of the game a speed bonus will be applied based on the players total game time (Not including pauses) which should makethe scoreboards more interesting!
This mode allows the player to play any single level they have visited in the game and just that level.
Want to practice against that boss that beat you without going through 25 stages again? Sure, you can do that, even put it back to easy mode if you want to practice even more casually.
Again speed is customisable on this game mode.
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Playtesting. One Of My Favourite Things!
One thing I do, really, really enjoy is playtesting my games. To the point where I probably spend more time playtesting than developing. I've been doing the regular stuff on the PC, checking input all works okay and that's fine, but playing through They Are Everywhere on a proper TV screen through the……
Posted by Ryan on: 4th Aug 2014
More Progress And A Better Estimate To The End Of Development.
A lil bit of everything today. Got some areas of level 3 completed, dastardly homing enemies and some revisiting from level 1 make things quite challengingAdded the cursor keys for input handling for use instead of WASDHad a lot of playtesting time, I'm leaning towards rewarding the player with extra……
Posted by Ryan on: 31st Jul 2014
More Levels, More Enemies...More Balancing Issues....
First it was too easy through the second set of levels, now it's too hard.., damn it! I'm going by a rule that I should be able to beat the batch of 5 levels in a row without getting the game over message. Some lovely butterfly enemies are now in place, time your shots wrong and they release a bunch……
Posted by Ryan on: 30th Jul 2014
Keybaords And Mice, Don't Think Twice!
I can't believe I hadn't considered these forms of input properly. Until today They Are Everywhere was joypad / touch only. But the GUI responds nicer to keyboard and mouse input now and the game is playable with keyboard input. Not so sure about mouse only playing, that could end up messy with the limited……
Posted by Ryan on: 26th Jul 2014
More Enemies, More Levels Ready!
Had a good programming sesh on Saturday and got a few things done, namely levels 6-9 .Which are all based around avoiding and dealing with tiny areas of space to play in. Some ships handle better than others with this part but, they same ones are less useful for levels 1-4 so there is some balancing……
Posted by Ryan on: 21st Jul 2014
Speed! I Need More SPEED!
Okay, one of the things I'm most guilty for is making games needlessly difficult. It's due to my dev - playtesting loop i use throughout my games. Now, fortunately / unfortunately tonight I found a really, REALLY simple way inside unity to control the game speed (Time.timeScale = newrate for those……
Posted by Ryan on: 15th Jul 2014
Sprites Complete And Advice From Develop Conference
All of the main in-game sprites are complete, which is a big milestone for the game. I'm sure some extras will crop up from time-to-time during their implementation into the game itself but at least 95% are completed! I showed They Are Everywhere off to some fellow indies whilst I was at Develop Conference……
Posted by Ryan on: 14th Jul 2014